X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.hpp;h=e29474e99f47af5e164943a4965fd896cbc2ee17;hb=170c0ff60b9679c954a9e74d5300c9929899b2bd;hp=8d822501bd07735d8c2448f9ec6250989d16e9aa;hpb=13e676a6e49128ebc6c63b8dd08bef51d360e8e9;p=blank.git diff --git a/src/world/World.hpp b/src/world/World.hpp index 8d82250..e29474e 100644 --- a/src/world/World.hpp +++ b/src/world/World.hpp @@ -17,6 +17,7 @@ namespace blank { class BlockTypeRegistry; class EntityCollision; +struct EntityDerivative; class Viewport; class WorldCollision; @@ -25,8 +26,8 @@ class World { public: struct Config { std::string name = "default"; - // initial player position - glm::vec3 spawn = { 0.0f, 0.0f, 0.0f }; + // chunk base where new players are spawned + glm::ivec3 spawn = { 0, 0, 0 }; // direction facing towards(!) the light glm::vec3 light_direction = { -1.0f, -3.0f, -2.0f }; // fade out reaches 1/e (0.3679) at 1/fog_density, @@ -61,29 +62,43 @@ public: EntityCollision &); /// check if given entity intersects with the world - bool Intersection(const Entity &e, std::vector &); - void Resolve(Entity &e, std::vector &); + bool Intersection(const Entity &e, const EntityState &, std::vector &); + + /// check if given box (M * AABB) intersects with the world + /// M is assumed to be calculated in reference to given chunk coords + bool Intersection( + const AABB &box, + const glm::mat4 &M, + const glm::ivec3 &reference, + std::vector &); const BlockTypeRegistry &BlockTypes() noexcept { return block_type; } ChunkStore &Chunks() noexcept { return chunks; } /// add player with given name - /// returns nullptr in entity if the name is already taken - Player AddPlayer(const std::string &name); + /// returns nullptr if the name is already taken + Player *AddPlayer(const std::string &name); /// add player with given name and ID - /// returns nullptr in entity if the name or ID is already taken - Player AddPlayer(const std::string &name, std::uint32_t id); + /// returns nullptr if the name or ID is already taken + Player *AddPlayer(const std::string &name, std::uint32_t id); /// add an entity with an autogenerated ID Entity &AddEntity(); /// add entity with given ID /// returns nullptr if the ID is already taken Entity *AddEntity(std::uint32_t id); + /// add entity with given ID + /// returs an existing entity if ID is already taken + Entity &ForceAddEntity(std::uint32_t id); - const std::vector &Players() const noexcept { return players; } + std::list &Players() noexcept { return players; } + const std::list &Players() const noexcept { return players; } std::list &Entities() noexcept { return entities; } const std::list &Entities() const noexcept { return entities; } + // dt in ms void Update(int dt); + // dt in s + void Update(Entity &, float dt); void Render(Viewport &); @@ -91,15 +106,37 @@ private: using EntityHandle = std::list::iterator; EntityHandle RemoveEntity(EntityHandle &); + EntityDerivative CalculateStep( + const Entity &, + const EntityState &cur, + float dt, + const EntityDerivative &prev + ); + glm::vec3 CalculateForce( + const Entity &, + const EntityState &cur + ); + glm::vec3 ControlForce( + const Entity &, + const EntityState & + ); + glm::vec3 CollisionForce( + const Entity &, + const EntityState & + ); + glm::vec3 Gravity( + const Entity &, + const EntityState & + ); + private: Config config; const BlockTypeRegistry &block_type; ChunkStore chunks; - ChunkIndex &spawn_index; - std::vector players; + std::list players; std::list entities; glm::vec3 light_direction;